Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Camouflage
CROW3
Member, Alpha Two
Two posts got me thinking. Tyr’s post about ‘Road’ clothes, and a sub conversation on Sunboy’s post on quitting - what I’ll call ‘swarm ganking.’
In MO2 (and similar full-loot games), hiding is a perfectly reasonable strategy to protect the last few hours work gathering in the wilderness. Even seeing one player out in the world can trigger an immediate fight or flight response. Seeing a group of players just means hide. If you’re in the open, you just plan on dying.
So here’s the idea: allow players the ability to craft biome-specific camouflage costume that could help visually blend (e.g. not make invisible) a character into the background. Maybe it could also hide the character name tag (BIG benefit).
I’d add a few constraints. I think you could only craft camouflage for biomes you’ve spent time in. This may be an ability only rangers could have. These costumes could be BOE or BOP depending on balance. Since it’s a visual advantage not a mechanical advantage you could still take action while wearing the costume, but the nature of movement would make you easier to see.
Obviously, these costumes could also be used aggressively for ambushing others, but I don’t see that as a real OP issue. It’s not going to give a single player an overwhelming advantage in combat once they have been targeted.
I haven’t thought it all through - so curious what you folks think.
In MO2 (and similar full-loot games), hiding is a perfectly reasonable strategy to protect the last few hours work gathering in the wilderness. Even seeing one player out in the world can trigger an immediate fight or flight response. Seeing a group of players just means hide. If you’re in the open, you just plan on dying.
So here’s the idea: allow players the ability to craft biome-specific camouflage costume that could help visually blend (e.g. not make invisible) a character into the background. Maybe it could also hide the character name tag (BIG benefit).
I’d add a few constraints. I think you could only craft camouflage for biomes you’ve spent time in. This may be an ability only rangers could have. These costumes could be BOE or BOP depending on balance. Since it’s a visual advantage not a mechanical advantage you could still take action while wearing the costume, but the nature of movement would make you easier to see.
Obviously, these costumes could also be used aggressively for ambushing others, but I don’t see that as a real OP issue. It’s not going to give a single player an overwhelming advantage in combat once they have been targeted.
I haven’t thought it all through - so curious what you folks think.
10
Comments
Should all biomes be equally subject to camouflage? Why should they be, or not be?
If you have a cloak to hide you on the open plains, your silhouette may still be visible against the sky. This would not be the case in the forest or the jungle. You are more easily spotted on a beach than in a tangled swamp. Where it is harder to hide you might find more valuable gatherables, or at least different ones.
Yes, Crow3, good thinking.
If we wanted to add depth, types of camouflage patterns could also be introduced (e.g. dispersal patterns, disruptive patterns, etc.)
With the current and limited information about the to-be stealth system from the wiki (https://ashesofcreation.wiki/Stealth), this could certainly fit somewhere. They currently plan 3 levels of stealth; There's plenty of side-mechanics they'll need to figure out, in order to complete Stealthing.
In Eve Online people often mined in mining parties for protection and would pay people a portion of the ore as protection for guarding them from enemies. I can imagine that guilds will do the same thing with valuable resources with having some players there to guard while others gather and transport the goods back on mules or a caravan.
Maybe not near nodes but in the wild. That, combined with camo-kits would make solo gathering more possible and more exciting when you actually got away with it. Also it would make hiding on enemy ships (like sea of thieves) possible. Caravan ambushes etc..
100/100 agree I think to write the same post here, but ur was faster)) and I don't think it will be use for ganging, because this things should have less bonuses and stats. But it should have not only + but - too. For example u want to go geather, craft/buy set with camuflage, and big road bags, sounds good it's hard to gang u, and u can gather more resources per one run. But u have less stats, it's hard to fights with mobs and gangers and if u die u drop part of gathered res.
but if you take rogue in segondary class you can hide
There’s a lot that would need to be considered to be sure, but this is the kind of depth I would fully support and love to see.
Chamuleon
Could help to clear the clutter on screen too.
I think having this be a trainable skill (requiring points to get to certain thresholds) instead of a given ability would make it a more meaningful choice. If I’m some armored beast that can take a beating, I’m not going to care about investing points to hide more effectively.
How about f.ex a cloak (lets say fromsnowbiome)that could give you camo only on snowy areas etc like mentioned above. But the cloak would only give tier1 camo (not.good) This camocloak could be one piece of a set lets say 4 total That would each further add to the camo as a set bonus.
Or it could be an item with an ability similar to WoW's racial for nightelf "shadowmeld " you get stealth/almost stealth but it brakes with movement. Or a ability lets say "crouch for 5 seconds will make you fade "
Crafted pieces from stealthy snowleopards Or looted. Just a random thought what u think 😂
There was an old L2 joke about red players having the best drops in the game.
Only the impatient hunters act as such. I don't kill excessively, but I do kill. Luckily for the general population, I am figuring out a way to try to make a sort of coalition to kill bots excessively while also making it known to the server so they dont kill the players corrupted by doing the server a favor. At least in the beginning.
Could be part of the Stealth progression.
Also, could possibly be a subset of Thieves' Guild progression.
Sign me up.
I like the camo nameplate idea
Kneeling? No problem.
But try to lay down on your stomach and your weapon now has a mind of its own.
This way is a gatherer saw an unfriendly group of players they could try to hide before they were attacked, but the person would have to leave at some point to return to town with the gathered goods. Additionally, there could be areas where camouflage is not appropriate because the area is basically an open grassland. You might also require the player to have different sets of camouflage depending on the biome. The person may choose to hide and fight another day, but the resources he was harvesting are lost to the next group who can finish gathering them. It would be different than being a rogue or a ghillie suit a sniper would wear. It would also create an industry for crafters to craft the kits.